Cosmic Star Heroine - Battle Screenshot

Since we haven't shared any screenshots for Cosmic Star Heroine recently, we thought we'd show off the battle user interface. We think it's a big improvement over our previous games in both form & function. And hey, you might be able to guess on some of the combat mechanics from this screenshot!
Standard disclaimer: work in progress, subject to change before the game comes out. Also, the location shown isn't actually going to be in the game; we just use it for testing various things (and it's good for avoiding spoilers too!).

Comments

Ok, good then :) I just thought as the image links to your server it could have been changed. It must have been the difference of PS3's browser (zoomed image) compared to PC's (full sized image). Oh that's what the aura is for :)

Looks good and I'm actually digging the UI! As far as the character pictures on the right, I like them as well. The two non-human guys look great and the two ladies look good as well, but slightly off. I think a little bit of polish would fix that. That's my two cents and I'm looking foward to playing Cosmic Star Heroine on my PS4!

But I have to agree with @Tony regarding the potraits on the right. Hmm... maybe pixel art shouldn't be used there. In-game characters also look a little too blurry. Perhaps more detail/lines is needed, but it's ok.

A couple things you need to bear in mind here is that a) we're still about 9+ months out from the projected release, so whatever they show us now is "alpha" material at best, & b) if you'd read any of the information about the project's goals & ideologies before deciding to back the game, you would've known that this game's design is paying homage to the graphics of the SNES where RPGs were made as a true genre of games all their own.

@Bruno Not necessarily. The text in textbox could slowly move if it doesn't fit. The battle system doesn't seem to (I could be wrong) support realtime turns (one option in CT) so you can take time to read the description.
Will the descriptions be vague (learn by playing) or are there some helpful tips what skill to use (rouhgly estimated damage to a target) / do certain skills become useless (damage wise) by time when characters level up?

That is one slick User Interface you two! Well done on that! This looks like it will be a fantastic game to play!

I do have some constructive criticism though regarding the characters. Some of the characters suffer from Programmer's Spriting Error. Basically the saturation of the colours are set too high and as a result steal focus from the rest of the screen. It is easy to fix by reducing the saturation of the colours. If you need help understanding this or finding out which characters are suffering from this don't hesitate to PM me. I am more than happy to help!

Thanks for sharing! Of course this is still wip, but I think visually this could be polished a lot(CT looks better). Especially the character images on the right and maybe even in-game could be clearer (hard to explain, but refer to CT). Battle layout is great. Fonts and grayish colors could be protoed more. Maybe even adding in-game theme settings for player to choose a color scheme.

I really like the look of this!
Althought i like the portrait, i don't know if it's a good thing to show them on battlescreen where we already see the detailed sprites, it seems to take too much space. In all cases, it's getting pretty slick!

I really appreciate that you guys are breaking away from the conventional, SNES-era placement for the battle UI elements by focusing the battle itself into the center of the screen with the other elements off to the side. It makes me feel like I'm playing the class SNES RPGs all over again in 4:3 but with more screen space because the extra space at the sides outside the old dimensions is where the important menu-stuffs are. It also helps that you're minimizing the footprint for info-boxes both in size and shrinking down their text to succinct tidbits.